(3dc4135ce) v0.9.5.1
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@@ -24,7 +24,7 @@ namespace Barotrauma
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partial void UpdateNetPlayerPositionProjSpecific(float deltaTime, float lowestSubPos)
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{
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if (character != GameMain.Client.Character || !character.AllowInput)
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if (character != GameMain.Client.Character || !character.CanMove)
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{
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//remove states without a timestamp (there may still be ID-based states
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//in the list when the controlled character switches to timestamp-based interpolation)
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@@ -92,10 +92,10 @@ namespace Barotrauma
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Collider.AngularVelocity = newAngularVelocity;
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float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
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float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
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float errorTolerance = character.CanMove ? 0.01f : 0.2f;
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if (distSqrd > errorTolerance)
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{
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if (distSqrd > 10.0f || !character.AllowInput)
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if (distSqrd > 10.0f || !character.CanMove)
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{
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Collider.TargetRotation = newRotation;
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SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
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@@ -108,9 +108,9 @@ namespace Barotrauma
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}
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}
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//unconscious/dead characters can't correct their position using AnimController movement
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//immobilized characters can't correct their position using AnimController movement
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// -> we need to correct it manually
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if (!character.AllowInput)
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if (!character.CanMove)
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{
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float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
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float mainLimbErrorTolerance = 0.1f;
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